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Developers from the 343 present improved Halo Infinite -apkrig graphics

There has been a lot going on in Halo Infinite in recent months. Perhaps most significantly, however, the news from the developers from 343 industries was reflected in the opinion of the players through the first gameplay demonstration, in which the expected continuation of the sci-fi saga, diplomatically speaking, did not just shine. Microsoft later decided to postpone the new Halo, which lost the strong launch title of the Xbox Series X and S, but at the same time the game had a better chance that it could move technologically in the desired direction. And it must be admitted that more time for development is finally beginning to show.

At the end of the month, people from 343 industries published another long blog post, in which, after the January update on multiplayer, they finally focus on visual processing. The graphics are directed by the art director for the single-player campaign Justin Dinges, who recalls the original commitment right at the beginning of his allotted space. So to process Halo Infinite graphics in the spirit of the very first part of the saga, but it is important to underline that in terms of overall processing, the novelty will of course be a modern game. However, developers do not want to go the visual route smogu and as a second feature of Halo Infinite processing, it states simplicity.

The people of the 343 bet on fully dynamic light processing, which may not be as flattering at first glance as the light prepared for a particular scene, but gives graphic artists the opportunity to present any scene from the game to players with a different touch.

“We want to create a pleasing affair that doesn’t overwhelm you with too much complexity and maintains clarity and a clear artistic intent,” says Dinges. He explains that it is not at all easy to find the right balance between visual rendering, in which individual employees of the graphics department can project their experience, photorealism and last but not least expectations of what the next-gen game should look like, but judging by the available screenshots so far so far.

Dinges proves that the developers respond to criticism from players and fans by mentioning the light and shadow system. The people of the 343 bet on fully dynamic processing, which may not be as flattering at first glance as the light prepared for a particular scene, but according to Dings, it gives graphic artists the opportunity to present any scene from the game to players with a different touch. Paradoxically, we should appreciate the greatest strength of the chosen system at night, which should be more threatening than in other titles.

In conclusion, the head of the art team for the story campaign adds that most of the set work has already been completed and the graphic designers are only eliminating the last mistakes. They also want to ensure that the game runs reliably on all the platforms they aim for, which Dingses say is not the most beautiful part of the development, but necessary. Halo Infinite should be introduced in full parade in the autumn of this year, and in addition to the owners of the Xbox Series X and S, it will also be enjoyed by players on the Xbox One and, last but not least, the PC.

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